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GeForce GTS 250 1GB vs Radeon HD 3870 X2 1GB

Intro

The GeForce GTS 250 1GB features core clock speeds of 738 MHz on the GPU, and 1100 MHz on the 1024 MB of GDDR3 memory. It features 128 SPUs as well as 64 TAUs and 16 Rasterization Operator Units.

Compare those specs to the Radeon HD 3870 X2 1GB, which comes with core clock speeds of 825 MHz on the GPU, and 1126 MHz on the 1024 MB of GDDR4 memory. It features 320(64x5) SPUs along with 16 TAUs and 16 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Memory Bandwidth

The Radeon HD 3870 X2 1GB should in theory perform much faster than the GeForce GTS 250 1GB overall. (explain)

Radeon HD 3870 X2 1GB 144128 MB/sec
GeForce GTS 250 1GB 70400 MB/sec
Difference: 73728 (105%)

Texel Rate

The GeForce GTS 250 1GB will be quite a bit (about 79%) better at anisotropic filtering than the Radeon HD 3870 X2 1GB. (explain)

GeForce GTS 250 1GB 47232 Mtexels/sec
Radeon HD 3870 X2 1GB 26400 Mtexels/sec
Difference: 20832 (79%)

Pixel Rate

The Radeon HD 3870 X2 1GB is quite a bit (more or less 124%) faster with regards to full screen anti-aliasing than the GeForce GTS 250 1GB, and also will be capable of handling higher screen resolutions without slowing down too much. (explain)

Radeon HD 3870 X2 1GB 26400 Mpixels/sec
GeForce GTS 250 1GB 11808 Mpixels/sec
Difference: 14592 (124%)

Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

Price Comparison

Please note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.

GeForce GTS 250 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 3870 X2 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTS 250 1GB Radeon HD 3870 X2 1GB
Manufacturer nVidia ATi
Year March 3, 2009 Jan 28, 2008
Code Name G92a/b R680
Fab Process 65/55 nm 55 nm
Bus PCIe x16 2.0 PCIe 2.0 x16/(internal PCIe 1.1 x16)
Memory 1024 MB 1024 MB (x2)
Core Speed 738 MHz 825 MHz (x2)
Shader Speed 1836 MHz (N/A) MHz (x2)
Memory Speed 1100 MHz 1126 MHz (x2)
Unified Shaders 128 320(64x5) (x2)
Texture Mapping Units 64 16 (x2)
Render Output Units 16 16 (x2)
Bus Type GDDR3 GDDR4
Bus Width 256-bit 256-bit (x2)
DirectX Version DirectX 10 DirectX 10.1
OpenGL Version OpenGL 3.1 OpenGL 3.0
Power (Max TDP) 145 watts (N/A) watts
Shader Model 4.0 4.1
Bandwidth 70400 MB/sec 144128 MB/sec
Texel Rate 47232 Mtexels/sec 26400 Mtexels/sec
Pixel Rate 11808 Mpixels/sec 26400 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of information (measured in megabytes per second) that can be moved past the external memory interface in a second. It's worked out by multiplying the interface width by the speed of its memory. If the card has DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This is worked out by multiplying the total number of texture units by the core speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.

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